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從系統動態決策探討休閒「心流」

Discussion on Leisure Flow from System Dynamic Decision

摘要


休閒「心流」的產生,其實就是一種系統動態決策的概念。因人是有限理性,在休閒行為上無法一次性判斷,必須藉由不斷的資訊反饋進行修正,讓挑戰、技巧能落在「心流」區域。所以,資訊的反饋在休閒「心流」中扮演著重要的因素,負反饋,代表滿意度>個人預設最佳化目標,挑戰與技巧是落在「心流」區域;正反饋,代表滿意度<個人預設最佳化目標,挑戰與技巧是落在非「心流」區域。因此,資訊的反饋值決定了是否「心流」的感覺,而最佳化目標值更決定了反饋值的大、小。本文主要是以系統動態決策的概念,分析休閒行為中的「心流」,同時以數學集合符號解析休閒、「心流」兩者的差異。

並列摘要


The generation of "flow", is only a system of dynamic decision-making concept. Because humans are bounded rationality, can't judge things at once in leisure activities, and must be corrected by informational feedbacks so that challenges and skills can fall in the "flow" area. Therefore, the informational feedbacks play really important roles in the "flow". Negative feedbacks, represents that the percentage of satisfaction is bigger than personal preset optimization goals, challenges and skills fall in the "flow" area; positive feedback, represents that the percentage of personal preset optimization goals is bigger than satisfaction, challenges and skills fall in the non "flow "area. Therefore, the value of an informational feedback decided the feelings of "flow" and optimized value of a target decides the value of informational feedbacks. This article is mainly analyzing about "flows" in the leisure behavior, and the difference between leisure and heart flow with the mathematical collection symbol.

參考文獻


Csikszentmihalyi, M.(1975).Beyond Boredom and Anxiety: The experience of play in work and games.San Francisco:Jossey-Bass.
吳宏熙、紀光陽(2016)。高爾夫休閒行為「技巧」、「挑戰」、「心流」探討分析。發展與前瞻學報。13,45+47。
王雨田(1987)。控制論、信息論、系統科學與哲學。北京:中國人民大學出版社。
Simon, Herbert A.,Newell, Allen(1972).Human Problem Solving.Englewood Cliffs, New Jersey:Prentice Hall.
Sterman, John D.(2004).Business Dynamics-Systems Thinking and Modeling for a Complex World.Singapore:McGraw Hill Companies.

被引用紀錄


溫卓謀、章勝傑(2019)。大學休閒水肺潛水課程參與者學習歷程的心流體驗與情緒經驗之研究運動休閒管理學報16(1),1-22。https://doi.org/10.6214/JSRM.201903_16(1).0001

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